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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Custom Collmaps
mercilessrangeradam
General Member
Since: Aug 18, 2006
Posts: 82
Last: Mar 7, 2008
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Level 3
Category: CoDUO Mapping
Posted: Monday, Jan. 1, 2007 08:16 pm
I hear alot of people complaining that a misc_model is not walkthroughable say an elefant, but the script_ is. This is because the elefant collmap is made for a misc_model not script.

So,

this brings me to the guestion, could you open up the collmap.map for a misc_model like an elefant and change to a script_ so then it would be solid in game?

if anyone thinks its possible please say, i dont wanna mess up my cod:)))
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.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
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Level 8
Category: CoDUO Mapping
Posted: Tuesday, Jan. 2, 2007 01:18 pm
u dont need to do anything with collmaps, just the right xmodel and the collmaps in the right place in your uo folder and main, and when you compile, the collmaps are added automatically.
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.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Tuesday, Jan. 2, 2007 01:19 pm
u dont need to do anything with collmaps, just the right xmodel and the collmaps in the right place in your uo folder and main, and when you compile, the collmaps are added automatically, but some models dont have collmaps, so just add a clip around them in rad.
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.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
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Level 8
Category: CoDUO Mapping
Posted: Tuesday, Jan. 2, 2007 01:20 pm
woops, double posted /= second one is the right one
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mercilessrangeradam
General Member
Since: Aug 18, 2006
Posts: 82
Last: Mar 7, 2008
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Level 3
Category: CoDUO Mapping
Posted: Tuesday, Jan. 2, 2007 03:03 pm
ah but,

some xmodels dont hae collmaps

which is why i came up with the idea
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.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
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Level 8
Category: CoDUO Mapping
Posted: Tuesday, Jan. 2, 2007 03:46 pm
anyway theres only 1 collmap for a model, dont matter if its a misc or script, just make sure the collmaps folders are in the right place
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mercilessrangeradam
General Member
Since: Aug 18, 2006
Posts: 82
Last: Mar 7, 2008
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Tuesday, Jan. 2, 2007 03:50 pm
ill give you an example-

if u have a misc_model elefant - xmodel/v_ge_lnd_elefant, open up the collmap in notepad and at the bottom it has misc _model, which would explain why when we tested mr_wawa_three, the elefant was "walkthroughable" wouldnt it?
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.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
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Level 8
Category: CoDUO Mapping
Posted: Tuesday, Jan. 2, 2007 04:11 pm
yeah i know, i dont know what went on there... but my vehicles hav never has any probs...
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mercilessrangeradam
General Member
Since: Aug 18, 2006
Posts: 82
Last: Mar 7, 2008
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Tuesday, Jan. 2, 2007 05:22 pm
its confused me to, well with your vehicles it should work, so i hope it does,

oh btw for all of you who are wonderign what we are talknig about, were working on a wawa project, this certain map has loads of tanks in
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WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Tuesday, Jan. 2, 2007 10:13 pm
Most models that have colmaps are for misc_model type.
If you change a model to script_model it wont get a corresponding colmap added.

BUT the reason you make a model script_model is to manipulate it via script - right? :) Soooo... all you need to do is place a clip on the model in the editor, make the clip a script_brushmodel, give it a targetname so then you can remove or manipulate it via the same script that interacts with the actual model.

Making script_model colmaps will only cause problems, lets say you want a script_model to blow up and then be deleted?
You sort out your model, sort out the script, run the game and check it out... BOOM! the model blows & gets deleted (great that worked) .... then you run over to where the model was .... whoops the clips are still there, damm cant delete em cause they were added by the compiler and they have no name etc etc...
[idea]

Grassy
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